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Raz0r

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Everything posted by Raz0r

  1. Navigation data for NPCs. Similar to waypoints for bots.
  2. It's the neighbouring node's IDs i.e. the most nearby points. The ID for this node is the first number in the line. "weight" is a term used in graph theory usually to explain the cost of traversing from one node to another (e.g. distance, "difficulty") http://www.mathcs.emory.edu/~cheung/Courses/171/Syllabus/11-Graph/weighted.html The last number in the line appears to be the distance from this node to the next (precomputed)
  3. https://github.com/JACoders/OpenJK/blob/master/codemp/game/ai_wpnav.c#L2429-L2499 Basically a list of nodes (id, flags, weight and coordinates) and each node lists its neighbouring node's IDs. I think. Haven't looked at an actual .wnt file
  4. Raz0r

    Site Down?

    Meep. I hardly have any time to work on things buuuuut have a google drive folder with some recent-ish builds and instructions from the old site https://drive.google.com/drive/folders/1LRc5Fn9wN5rDtUqMq85YntYsMJHUGMSi?usp=sharing Sorry for being lame you can find me on JKCommunity discord if you want to hurl insults at me
  5. Raz0r

    Site Down?

    My VPS is dead and life has assimilated me. I don't have the spare time to work on the new site just yet so no ETA (I don't have a fixed address atm) I'm happy for people to mirror/share whatever content there is for the time being. I will try produce a recent build for windows+linux and chuck it on my Dropbox soon. Eventually there will be a brand spanking new site based on Sentra's design. It's about halfway done.
  6. Damn, I'd buy that hat and never wear it. Had no idea it existed.
  7. They were re-added in OJP and are at-least partially functional in JA++. Adding a new gametype requires coding, and the (assumed) implication is no clients will be able to play on your server without them also having the code mod (ingame error, drops back out to menu). At the very least it will be visually broken (scoreboard, team colours, HUD, weapon selection). The problem boils down to the gametype being identified by a number (0=ffa) and all gametypes that come after TFFA are considered as team-based; adding a gametype to the end of the list means it must be team-based, adding to the start of the list means the client and server have a different idea on what gametype "4" is (and the gametype before TFFA is now suddenly team-based). OJP and JA++ just reuse existing entities. red/blue flag entities for CTY, player spawn points for the saber in JM. They also steal maps from other gametypes to show in the menu (based on .arena files)
  8. Raz0r

    Issues I have

    After some digging, a bunch of those server creation menu bugs will probably require new menu asets. Original menus have hardcoded checks only for the gametypes that were originally available. Exposing the new gametypes means we have to adjust those checks by making new menus. Found the culprit: one of my "let's clean up the code!" commits. It simplified some things, but broke the base menus 4 years ago. Looks like the easiest "fix" will be to write new menus, giving us better control over the new gametypes too.
  9. Raz0r

    Issues I have

    Ooh, just saw this now. > I can't 'kick' or 'change map' during the match anymore, it tells me 'Invalid vote string. Allowed vote strings are: allready' g_allowVote is now a bit-value that lets you enable/disable specific votes. Your cfg is still using value 1. Check out the calculator > TFA mode disappeared. Instead the modes are 'Team Deathmatch', 'Siege', 'Capture the Flag', 'Capture the Ysalamiri', 'Free For All', 'Holocron', 'Jedi Master', 'Duel', 'Power Duel', and 'Cooperative'. Gametype names are inconsistent around the place, but I've changed this back to "Team FFA" in the code now. "Team Deathmatch" = TFFA "Saga" = Siege "Single Player" = Co-op (broken/unfinished) > 'Holocron', 'Capture the Ysalimiri', 'Cooperative' have no maps, and apparently there aren't any to download either on here, or on mrwonko's. Hmm. Ideally Holocron should be using maps available in FFA, CTY should use CTF, JM should use FFA and cooperative should use SP maps. Looks like Holocron wasn't using FFA maps, but I've fixed this now. For reference, this is generally determined by the `type` keyword in `scripts/blah.arena`. There are some hacks in the code for e.g. JM to use maps tagged with "ffa". > There are no 'One hit kill', 'Hydroball' and '(Swoop) Race' modes - I know there aren't supposed to be, but there are maps for those modes, so why not? There is an instagib mode (instagib.cfg) and plans for a race/defrag mode. These almost certainly won't be added as extra gametypes because of compatibility, but they will be playable within another gametype (usually ffa). > 'Jedi Master' mode prompts the players to catch the lightsaber, but whenever I approach it, nothing happens, it just lies there, and I can't activate or pick it up. Bah. This used to work. I'll create an issue. Most of these issues sound like a combination of old/broken menus (maintaining menus is not my idea of fun) and UI gametype translation gone wrong (as a result of exposing more options to the menus) - UI keeps its own list of gametypes and translates them to g_gametype values. I'll create an issue to investigate gametype translation issues. Also make sure you launch with `+set fs_game "japlus"` so the code for the JA++ UI is loaded. Created issues 425, 426
  10. > How to disable fuel tank for hook and use hook pernametly without tank fuel limit as well as cloak... IIRC this is a dmflags setting in JA+ > How to add again amslay command or other commands? Use an older version of JA+, or use JA++
  11. That all looks fine. The only thing I can theorise is if Weapon_HookFree is being called by ent->think() at some point after either: - hook->parent is being set to null - ent->client->hook is being set to a non-hook entity Backtrace/debugging is the way to go.
  12. No way to tell without seeing all of your related code changes (specifically where Weapon_HookFree is being called from). There's an assumption that a hook belongs to another entity (player), but that doesn't seem to be true; ent->parent should have been set long before Weapon_HookFree was called (e.g. upon hook creation) but wasn't, or it was cleared at some other point in time (or you're calling Weapon_HookFree on a non-hook entity). A more general solution: learn to debug, get a backtrace, etc.
  13. It boils down to JK being a game, and "realism" (sci-fi and realism, I know..) often has to be sacrificed to make a fun game. This is particularly true for MP against other humans.
  14. What's new :^) Also this is the JA++ forum, they're totally separate mods. I have nothing to do with JA+ I could be wrong, but I think that is controlled by a dmflags bit-value. It should be in the JA+ FAQ (comes with the mod). jp_hookSpeed has no "fastest" speed, it's just how many units/sec it moves. Use a ridiculous value below 2.1 billion Also there is almost never a reason to use seta over set. This is common, and could be for a number of reasons Run with +set dedicated 2, add a port forward for UDP 29070 in your router, use JKHub master server with OpenJK, see if someone else can see your server on the master, disable Windows firewall, etc.
  15. This is the related issue, it's a tricky one and has been fixed/broken a couple times.
  16. SP? MP? Operating system (+ version)? Keyboard layout/language? Does it happen with just assets*.pk3 in base? Does the game work fine otherwise? (i.e. can join servers in MP, start a new game in SP) How are you launching JA? Latest OpenJK build? Including SDL2.dll and rd-vanillax86.dll? No other rogue/custom DLLs in GameData? (e.g. reshade, random opengl32.dll) Not using a custom profile/overriding settings in your graphics card control panel?
  17. If you don't mind a bit of manual work, the only files you need to run JKA are assets*.pk3 in a folder called "base". Most installers can simply be treated as a .zip (or as above, with innoextract) So I would create e.g. "~/games/JediAcademy/base" and put the PK3s there. Assuming you can get that far, the rest is installer-agnostic: Download OpenJK and extract it inside that JediAcademy folder (not base) Alternatively, compile OpenJK from source (JACoders/OpenJK on Github) like: cd ~/code git clone https://github.com/JACoders/OpenJK.git cd OpenJK mkdir build-release && cd build-release cmake -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX=~/games/ -DCMAKE_BUILD_TYPE=Release ../ make && make install Run from ~/games/JediAcademy, ./openjk.x86_64 for MP and openjk_sp.x86_64 for SP. May need to launch with +set fs_game "OpenJK" For MP code mods, JA++ has a Linux version available that you can also use on JA+ servers. There, I'm done with shameless plugging.
  18. Raz0r

    No server.cfg?

    Here's my current findings/TODO list from this thread: MOTD not working (in-progress) Need to revert this commit most likely. I think it was written with cg_queueCenterprint in mind (which is a wrong assumption) duel stats not printing right (fixed, need to upload build) It does print (to console and center of screen) depending on japp_duelStats value, just need to account for long lines. Might be related to player join messages being cut off, need to investigate/test more. Fixed the long lines being cut off too. It was a basejka bug in the client code that's supposed to split long lines but wasn't actually. amrename admin string not working (fixed, need to upload build) Removed the admin string, now just prints to console like JA+ instead ammindtrick is a mess (fixed, need to upload build) Rewrote it (it never actually worked, wasn't tested - I didn't write it :3), added admin strings + centerprint for it server randomly broadcasts "have a nice day" (resolved) Change japp_autoMsgText, japp_autoMsgType, japp_autoMsgDelay - from sv_lua_automsg plugin can only place 10 tripmines (resolved) Seems the cvar was renamed to japp_removeOldExplosives at some point to account for infinite detpacks too minimum bots 0 maximum bots 4 (resolved, kind of) These cvars are slightly confusing. After some slight testing, looks like bot_maxBots only takes effect if bot_minPlayers is not 0. I think the intention is to have e.g. bot_minPlayers 3; bot_maxBots 2 so you can have 2 bots, have someone join without it kicking any bots, but if more players join it will start kicking bots. As for custom bot naming etc, I suggest making/using a mod to customise the names/models/etc in the botfiles. I see no reason to add another complex system to manage bots when the game already allows customisation of them.
  19. You may have to modify the .arena file in the PK3 to allow more gametypes. I would have expected ammap <g_gametype> <mapname> to work though. If rcon map <mapname> says it can't find it, then that's not the name of the BSP file. Make sure you have the right BSP name. Try dir maps bsp
  20. Raz0r

    Hiya!

    Welcome to 2018. We use OpenJK and JA++ for sanity now and I totally definitely have nothing to do with either project. KR server is my go-to place, variety of players on daily. No custom maps, but have SP maps in rotation.
  21. Raz0r

    No server.cfg?

    japp_duelStats is a bit-value which can show +1: health remaining, +2: duration, +4: number of hits For MotD, you'll want the JPLua plugin. Drop it in japlus folder. japp_motd "Hello!\nThis server is running JA++\n\nEnjoy your stay" japp_motdType 1 = console print, 2 = chat message, 3 = centerprint (ja+ style) japp_motdTime <seconds> - only applicable for centerprint. Looks like a bug with amrename. Check out the admin_strings.json file for customisation. Can leave it empty to remove the message. Reported to issue tracker
  22. Raz0r

    JA++ Updates

    Turns out the above Windows 32bit binaries didn't work because of a dependency on SJLJ exception handling. Hopefully these should fix that: Client binaries: cl_bins_win32.pk3 - Windows 32 bitServer binaries:sv_bins_win32.pk3 - Windows 32 bit
  23. For admins, use amnpc command. The original command remains available for everyone behind cheat-protection.
  24. Katarn, baby. It's a thing of beauty and would be heresy to use anything else.
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